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Old 10-14-2009, 06:03 PM   #1
Ulzgoroth
 
Join Date: Jul 2008
Default Re: [Spaceships] Weapons Pods

Quote:
Originally Posted by SuedodeuS View Post
Is the tactical sensor array meant for slaving targeting to said array? This is risky, as it requires you to use active sensors (a big "hit me" sign). If the point is instead just so the pod can see the enemy, you can get that with a control room (which has basic sensors already), so you needn't give up an armor module.
I'd guess it's there for the ability to halve the effect of enemy ECM.

If not, I'd recommend cutting it. The ability to jam communications doesn't seem that valuable, and the mothership's basic array will have better sensors.
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Old 10-14-2009, 08:16 PM   #2
SuedodeuS
 
Join Date: Sep 2008
Default Re: [Spaceships] Weapons Pods

Quote:
Originally Posted by Ulzgoroth View Post
I'd guess it's there for the ability to halve the effect of enemy ECM.

If not, I'd recommend cutting it. The ability to jam communications doesn't seem that valuable, and the mothership's basic array will have better sensors.
This is getting outside of the realm of RAW, but I wonder if the mass you save by not including life support, maneuvering thrusters*, and terminals** in the control station would be enough to upgrade the basic sensors to get the same anti-ECM capability.

*Leaving these in implies an additional tactical role for the weapons - drop them off at various locations and let them target and attack enemies on their own. An expensive option, as you leave the pods defenseless.
**While the automation for workspaces doesn't save mass, not needing chairs and input terminals (as the weapon system programs should be able to handle everything) might save some mass.


As for the chance of hitting the pod, consider the pod as partial cover for whatever arc is appropriate. Aiming at the pod alone simply uses its SM rather than that of the merchant ship.
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